Certain information about the player does not change from level to level during a game so it can be defined in an INI file and not in an entity in each level. The file used to hold this information is called PlayerSetup.ini. The format of this file is as follows:
The information is broken down into sections, with each section headed by the section name in square brackets.
These are the names of the animations used for the 3rd person actor. These animations are the default animations used by the player and can be overridden by animations defined in the 3rd person weapons definition.
idle |
idle animation |
walk |
walking animation |
run |
running animation |
jump |
jumping animation |
starttojump |
start to jump animation |
fall |
falling animation |
land |
landing animation |
slidetoleft |
strafe (slide) to left animation |
slideruntoleft |
strafe (slide) running to left animation |
slidetoright |
strafe (slide) to right animation |
slideruntoright |
strafe (slide) running to right |
crawl |
walking crouched animation |
crouchidle |
crouched idle animation |
crouchstarttojump |
start to jump from a crouch animation |
crouchland |
land in a crouch animation |
crawlslidetoleft |
crawl strafe (slide) to left animation |
crawlslidetoright |
crawl strafe (slide) to right animation |
idletowalk |
transition animation from idle to walking |
idletorun |
transition animation from idle to running |
walktoidle |
transition animation from walking to idle |
crawltoidle |
transition animation from crawling to crouching |
idletocrouch |
transition animation from idle to crouching |
crouchtoidle |
transition animation from crouching to idle |
swimtotread |
transition animation from swimming to treading |
treadtoswim |
transition animation from treading to idle |
idletotread |
transition animation from idle to treading |
swimtowalk |
transition animation from swimming to walking |
walktoswim |
transition animation from walking to swimming |
swim |
swimming animation |
treadwater |
tread water or floating animation |
walkback |
walking backward animation |
runback |
running backward animation |
crawlback |
crawl backward animation |
swimback |
swimming backward animation |
The following animations deal with weapons. Each action performed requires two animations, one for up and one for down. These animations are blended together to produce an animation that reflects where the player is looking. The up animation is how the player would look when shooting or aiming up at the maximum angle. The down animation is how the player would look at the maximum look down angle.
shootup |
idle attack up animation |
shootdwn |
idle attack down animation |
aimup |
transition animation from attack up to idle |
aimdwn |
transition animation from attack down to idle |
walkshootup |
walking attack up animation |
walkshootdwn |
walking attack down animation |
runshootup |
running attack up animation |
runshootdwn |
running attack down animation |
slidetoleftshootup |
strafe (slide) attack to left up animation |
slidetoleftshootdwn |
strafe (slide) attack to left down animation |
slideruntoleftshootup |
strafe (slide) running attack to left up animation |
slideruntoleftshootdwn |
strafe (slide) running attack to left down animation |
slidetorightshootup |
strafe (slide) attack to right up animation |
slidetorightshootdwn |
strafe (slide) attack to right down animation |
slideruntorightshootup |
strafe (slide) running attack to right up animation |
slideruntorightshootdwn |
strafe (slide) running attack to right down animation |
jumpshootup |
jumping attack up animation |
jumpshootdwn |
jumping attack down animation |
fallshootup |
falling attack up animation |
fallshootdwn |
falling attack down animation |
crouchaimup |
transition animation from crouch attack up to crouch idle |
crouchaimdwn |
transition animation from crouch attack downto crouch idle |
crouchshootup |
crouch attack up animation |
crouchshootdwn |
crouch attack down animation |
crawlshootup |
crawling attack up animation |
crawlshootdwn |
crawling attack down animation |
crawlslidetoleftshootup |
crawling strafe (slide) attack to left up animation |
crawlslidetoleftshootdwn |
crawling strafe (slide) attack to left down animation |
crawlslidetorightshootup |
crawling strafe (slide) attack to right up animation |
crawlslidetorightshootdwn |
crawling strafe (slide) attack to right down animation |
walkshootupback |
walking backward attack up animation |
walkshootdwnback |
walking backward attack down animation |
runshootupback |
running backward attack up animation |
runshootdwnback |
running backward attack down animation |
crawlshootupback |
crawling backward attack up animation |
crawlshootdwnback |
crawling backward attack down animation |
The following animations deal with injury and dying. Up to 5 animation names can be defined for animation, with the names separated by a space. When the animation is used a random selection from the list of names will be used.
die |
dying animation(s) |
injury |
injury animation(s) |
The player actor will automatically generate transitional animations between various actions. This means that less animations have to be provided in the actor.
Specify the amount of time, in seconds, that the transition animation will play when moving from one animation to another. The following transition times can be defined (default is 1 second if undefined):
idletowalktime = 0.1
idletoruntime = 0.1
walktoidletime = 0.5
runtoidletime = 0.5
crawltoidletime = 0.5
idletocrouchtime = 1
crouchtoidletime = 1
swimtotreadtime = 1
treadtoswimtime = 1
idletotreadtime = 1
treadtoidletime = 1
swimtowalktime = 0.2
walktoswimtime = 1
jumptofalltime = 0.2
jumptotreadtime = 1
falltotreadtime = 1
slidetocrouchtime = 0.5
slidetoidletime = 0.5
falltocrawltime = 0.2
falltojumptime = 0.2
falltowalktime = 0.2
walktojumptime = 0.2
walktocrawltime = 0.2
crawltowalktime = 0.2
idletocrawltime = 0.1
If a transition time of 0 is specified then the actor will use transition animations that you provide, rather than automatically generating them. If no animation is defined then no transition animation will be used. The transition animations you can provide are:
idletowalk
idletorun
walktoidle
crawltoidle
crouchtoidle
idletocrouch
swimtotread
treadtoswim
idletotread
swimtowalk
walktoswim
treadtoidle
jumptofall
jumptotread
falltotread
falltocrawl
falltowalk
falltojump
walktojump
walktocrawl
crawltowalk
idletocrawl
aimtocrouch
crouchtoaim
walktotread
falltorun
crawltorun
This section defines the information for the light that the player can carry.
intensity |
the brightness of the light, range from 0 to 1 (maximum brightness) |
minimumradius |
minimum radius of area covered by light |
maximumradius |
maximum radius of area covered by light. The actual radius of the light will be varied between the minimum and maximum radius' every frame. |
minimumcolor |
minimum RGB values for the color of the light |
maximumcolor |
maximum RGB values for the color of the light, The actual color of the light will be varied between the minimum and maximum RGB values every frame. |
lifetime |
number of seconds that the light will last before starting to fade away. This time is only calculated for the time the light is actually on. |
decaytime |
number of seconds the light takes to fade out after lifetime is exceeded |
attachtobone |
name of the bone in the player actor to attach the light to. If no bone name is provided the light will be positioned at the top of the player actor. |
spotlight |
if true then light is a dynamic spotlight. |
arc |
angle (in degrees) of the spotlight cone. |
offsetangles |
offset angles (in degrees) that the spotlight points away from the bone (or actor) direction. |
style |
falloff style of spotlight where 0 = normal, 1 = soft, 2 = hard |
This section deals with miscellaneous information about the player.
attributename |
the name of the player's attribute that is designated as auto increase, i.e. restores itself over time. The default attribute used, if none is provided, is stamina. If the name used is LightValue the life of the player's light is designated as auto increase. |
recoverytime |
the number of seconds required for the auto increase attribute to increase by 1 |
attributename0 ... attributename19 |
the name of the player's attribute that is designated as auto increase, i.e. restores itself over time. The default attribute used, if none is provided, is stamina. If the name used is LightValue the life of the player's light is designated as auto increase. |
recoverytime0 ... recoverytime19 |
the number of seconds required for the auto increase attribute to increase by 1 |
minimumfalldistance |
the distance, in texels, that the player must fall before sustaining damage |
maximumfalldistance |
the distance, in texels, that the player must fall to before sustaining max damage |
falldamage |
maximum amount of damage the player can sustain by falling |
falldamageattribute |
attribute that takes damage during a fall; if not specified then 'health' is used by default. |
fillcolor |
color applied to the player actor |
ambientcolor |
color used when applying lighting to the player actor |
userange |
the maximum distance that the Use key will operate at |
boxsize |
the width and depth of the player's bounding box. If no value is entered here the actual actor bounding box is used. |
alwaysrun |
flag to set to always run, the default value for this entry is false. |
speedcoeffrun |
percentage of speed when running (default: 200). |
speedcoeffbackward |
percentage of speed when moving backward (default: 67). |
speedcoeffsideward |
percentage of speed when moving sideward (default: 75). |
allowcrouchjump |
flag to disable crouch jumping |
jumpondamage |
maximum amount of jump on damage; if jumpondamage is 0 or not defined then no damage will occur. |
minimumjumpondistance |
distance to fall before damage occurs |
maximumjumpondistance |
distance after which max damage occurs |
jumpondamageattribute |
attribute to damage |
icon |
CEGUI image used as the conversation icon (set:imageset image:imagename) |
mirror1st |
if true, then show player avatar in mirrors in 1st personview |
restartafterdeath |
if true then restart level after player dies. If false then activate DeathESC trigger. |
environmentmapping |
if true then apply environment mapping to actor material |
allmaterial |
if true apply environment mapping to all actor materials |
percentmapping |
percentage of mapping to apply to material (0 to 100) |
percentmaterial |
percentage of material to use while mapping |
If environmentmapping is set to true and allmaterial is false then only those actor materials whose name starts with env_ will have environment mapping applied to them.
This sections deals with the sounds that the player makes during various actions. Up to 5 sounds can be defined for each action, with the names being separated by a space. When a sound is required a random selection from the list will be taken.
attachtobone |
name of the bone in the player actor at which the sounds will be played. If no bone name is provided the sound will be positioned at the bottom of the player actor. |
die |
name of the sound file(s) played when the player dies |
injury |
name of the sound file(s) played when the player is injured |
land |
name of the sound file(s) played when the player lands after falling |